We are certainly open to suggestions and ideas. If you could post it on our Github, that would be great as it will get lost here on the thread. If you have specific things you'd like to see there or links to images, please post them there as well.
I have a question about the upcoming version 4 of this mod. Currently in Minecraft sometimes biomes will have 'floating islands' and such. While awesome looking sometimes, for the most part they tend to just be an eyesore. Will version 4 eliminate these 'floating islands'? And if so, are there any plans to have a biome dedicated to such floating islands and actually form them properly?
I thought the past issue was Forge related as well, but didn't want say that until I had time to read back thru the posts. Thanks for the confirmation. =)
Yes, adding or removing biomes on an existing world would do that which is why I asked him if it was a new or existing world and he said he was new. I haven't seen anyone else reporting this so far.
@Harley9699 what version of forge are you using? Is it a "recommended" or "latest" version?
Do you mean the issue where changing the list of enabled/disabled vanilla biomes would result in a list whose order was not constant across runs, so selecting the nth biome in list might give you forest one run, and extreme hills the next?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I have a question about the upcoming version 4 of this mod. Currently in Minecraft sometimes biomes will have 'floating islands' and such. While awesome looking sometimes, for the most part they tend to just be an eyesore. Will version 4 eliminate these 'floating islands'? And if so, are there any plans to have a biome dedicated to such floating islands and actually form them properly?
If by floating island, you mean floating in the air, that is pretty much a personal preference as to whether someone likes that or not. For myself, I enjoy finding weird things like that, but I'm sure just like yourself there are those that don't like them. I don't recall ever seeing those in EBXL biomes but do find them in vanilla. In talking with Exterminator Jeff, he said that while they probably could be removed out of vanilla biomes, it wouldn't be easy and we really didn't have plans to change things within vanilla biomes.
And while removing the "floating" islands from vanilla is difficult, making a proper floating island biome would not be difficult. Currently we don't have plans to add floating island biomes, but that's not to say we won't. If you are interested in seeing them, please post your idea on Github.
Do you mean the issue where changing the list of enabled/disabled vanilla biomes would result in a list whose order was not constant across runs, so selecting the nth biome in list might give you forest one run, and extreme hills the next?
That's my memory of that bug.
No, the one that caused weird edges between biomes like in the screen shots that Harley9699 posted.
No, the one that caused weird edges between biomes like in the screen shots that Harley9699 posted.
Yes, that's what I mean.
As I understood that bug -- that Forge was using a collection set that did not make any guarantees about the order (used the object's ID/hash as the key, which could change from run to run) to hold the biomes. So removing a vanilla biome would give you a list in a "random" order.
The function used to select a biome from the list would return a number used as an index into the list.
So one day, you explore, you have the 5th biome, which is plains. The next day, the 5th biome is hills. Sharp cutoff at the boundary from run to run.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
It's being worked on but we don't have a release date as of yet. We will start updating the blog again soon and hopefully have some screen shots.
New Team Member
I'd also like to welcome our new team member GraphicH. He will be helping Exterminator Jeff with the coding. He is picking up things quickly and is a great addition to our team!
It's being worked on but we don't have a release date as of yet. We will start updating the blog again soon and hopefully have some screen shots.
New Team Member
I'd also like to welcome our new team member GraphicH. He will be helping Exterminator Jeff with the coding. He is picking up things quickly and is a great addition to our team!
I'd also like to welcome GraphicH! I'm really looking forward to working with him!
Also I now have Twitter!
Follow me for information about progress plus little sneak peaks!
It's being worked on but we don't have a release date as of yet. We will start updating the blog again soon and hopefully have some screen shots.
New Team Member
I'd also like to welcome our new team member GraphicH. He will be helping Exterminator Jeff with the coding. He is picking up things quickly and is a great addition to our team!
It's not crashing at launch, but just so you know, EBXL's Industrialcraft plugin seems to not be getting on well with the current dev version of Industrialcraft. (1.115.312). I think they might have changed their API. http://ic2api.player...080/job/IC2_lf/
2013-05-18 12:47:30 [FINE] [ExtrabiomesXL] Initializing IndustrialCraft 2 plugin.
2013-05-18 12:47:30 [INFO] [STDERR] java.lang.ClassNotFoundException: ic2.api.Crops
2013-05-18 12:47:30 [INFO] [STDERR] at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:238)
2013-05-18 12:47:30 [INFO] [STDERR] at java.lang.ClassLoader.loadClass(Unknown Source)
2013-05-18 12:47:30 [INFO] [STDERR] at java.lang.ClassLoader.loadClass(Unknown Source)
2013-05-18 12:47:30 [INFO] [STDERR] at java.lang.Class.forName0(Native Method)
2013-05-18 12:47:30 [INFO] [STDERR] at java.lang.Class.forName(Unknown Source)
2013-05-18 12:47:30 [INFO] [STDERR] at extrabiomes.module.amica.ic2.IC2API.(IC2API.java:27)
2013-05-18 12:47:30 [INFO] [STDERR] at extrabiomes.module.amica.ic2.IC2Plugin.preInit(IC2Plugin.java:78)
2013-05-18 12:47:30 [INFO] [STDERR] at net.minecraftforge.event.ASMEventHandler_166_IC2Plugin_preInit_Pre.invoke(.dynamic)
2013-05-18 12:47:30 [INFO] [STDERR] at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:35)
2013-05-18 12:47:30 [INFO] [STDERR] at net.minecraftforge.event.EventBus.post(EventBus.java:103)
2013-05-18 12:47:30 [INFO] [STDERR] at extrabiomes.PluginManager.activatePlugins(PluginManager.java:17)
2013-05-18 12:47:30 [INFO] [STDERR] at extrabiomes.Extrabiomes.postInit(Extrabiomes.java:73)
2013-05-18 12:47:30 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2013-05-18 12:47:30 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
2013-05-18 12:47:30 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
2013-05-18 12:47:30 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Unknown Source)
2013-05-18 12:47:30 [INFO] [STDERR] at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
2013-05-18 12:47:30 [INFO] [STDERR] at sun.reflect.GeneratedMethodAccessor8.invoke(Unknown Source)
2013-05-18 12:47:30 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
2013-05-18 12:47:30 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Unknown Source)
2013-05-18 12:47:30 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
2013-05-18 12:47:30 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
2013-05-18 12:47:30 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
2013-05-18 12:47:30 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
2013-05-18 12:47:30 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:267)
2013-05-18 12:47:30 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
2013-05-18 12:47:30 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
2013-05-18 12:47:30 [INFO] [STDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
2013-05-18 12:47:30 [INFO] [STDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
2013-05-18 12:47:30 [INFO] [STDERR] at java.lang.reflect.Method.invoke(Unknown Source)
2013-05-18 12:47:30 [INFO] [STDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
2013-05-18 12:47:30 [INFO] [STDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
2013-05-18 12:47:30 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
2013-05-18 12:47:30 [INFO] [STDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
2013-05-18 12:47:30 [INFO] [STDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:267)
2013-05-18 12:47:30 [INFO] [STDERR] at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
2013-05-18 12:47:30 [INFO] [STDERR] at cpw.mods.fml.common.Loader.initializeMods(Loader.java:695)
2013-05-18 12:47:30 [INFO] [STDERR] at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
2013-05-18 12:47:30 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:448)
2013-05-18 12:47:30 [INFO] [STDERR] at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
2013-05-18 12:47:30 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:733)
2013-05-18 12:47:30 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
2013-05-18 12:47:30 [INFO] [STDERR] Caused by: java.lang.NullPointerException
Yes, this has been reported many times and we are aware of it. We normally don't update the API while a mod is in alpha/beta as it is normally changing a lot and ends up breaking the API. Once they are in a more stable version we will work on the API.
Hello I have an bug that I would like to report. I would give error logs but they arent as good as being able to recreate the bug. Here is a bug that causes the game to crash.
Minecraft 1.5.2
Forge 7.8.0.684
ExtrabiomesXL 3.13.1 (only mod installed)
create a new map with seed -7548203606739859167 then travel to these coords. x=633 y=124 z=896 When you get around there minecraft will crash you may need to travel a little farther in the z direction to about z=910 but it will crash. I havent tested with new versions of forge yet. Thanks for the cool mod guys
Hello I have an bug that I would like to report. I would give error logs but they arent as good as being able to recreate the bug. Here is a bug that causes the game to crash.
Minecraft 1.5.2
Forge 7.8.0.684
ExtrabiomesXL 3.13.1 (only mod installed)
create a new map with seed -7548203606739859167 then travel to these coords. x=633 y=124 z=896 When you get around there minecraft will crash you may need to travel a little farther in the z direction to about z=910 but it will crash. I havent tested with new versions of forge yet. Thanks for the cool mod guys
Actually, the Forge logs are better than seeing it ourselves. Even if I did an install with just those 2 and recreated the crash I would still go to the error logs to figure out what was going on. There are things that show up in the log that help us determine what the issue is.
Hey MisterFiber this mod you created is amazing. I love it so much. After playing with this mod it's hard going back to regular vanilla. That is why I'm doing a let's play with this mod.
Thats one problem and you are correct. But there was another Forge problem that also did this - caused the effect you outline - without the user actually having removed or added a biome, whether vanilla or EBXL. This second version of the problem is the one that wrecked so many of my worlds a few months back. I expect to see the first problem if i've been tinkering with biome set ups and forgotten, and opened a pre-existing world and generated new chunks. The second problem is a real pain and so far I havent seen any new instances of it in my own worlds since Scott got the forge guys to correct it awhile back.
Yes, I agree with you. There was another issue that is as you described and that had something to do with Forge and didn't have anything to do with if you added or removed a biome or biome adding mod. Are you using the recommended version of Forge, which I believe is 684?
Hey MisterFiber this mod you created is amazing. I love it so much. After playing with this mod it's hard going back to regular vanilla. That is why I'm doing a let's play with this mod.
Actually, the Forge logs are better than seeing it ourselves. Even if I did an install with just those 2 and recreated the crash I would still go to the error logs to figure out what was going on. There are things that show up in the log that help us determine what the issue is.
"2013-05-18 22:23:32 [SEVERE] [ForgeModLoader] The ForgeModLoader state engine has become corrupted. Probably, a state was missed by and invalid modification to a base classForgeModLoader depends on. This is a critical error and not recoverable. Investigate any modifications to base classes outside ofForgeModLoader, especially Optifine, to see if there are fixes available."
EBXL doesn't modify any base classes. I'm not familiar with the map mod you are using so I don't know if it does or not. There is also an error before this one talking about your MC missing something. You probably should do a fresh install or both minecraft and Forge.
It looks like there are a number of items that are not being added to the forge ore dictionary. For example the "Brown Autumn Sapling" (2207) has a forge ore dictionary name of "treeSapling" while all the other saplings do not have an associated forge ore dictionary name. Also according to NEI there are two different "Brown Autumn Sapling" 2207 and 2207:7 with the second one missing it's texture and not having and ore dictionary name.
Actually looking at the items in NEI show that most but not all items with meta data are missing forge ore dictionary entries. All leaves, half slabs, and logs are missing the ore dictionary names if they have metadata values.
It looks like there are a number of items that are not being added to the forge ore dictionary. For example the "Brown Autumn Sapling" (2207) has a forge ore dictionary name of "treeSapling" while all the other saplings do not have an associated forge ore dictionary name. Also according to NEI there are two different "Brown Autumn Sapling" 2207 and 2207:7 with the second one missing it's texture and not having and ore dictionary name.
Actually looking at the items in NEI show that most but not all items with meta data are missing forge ore dictionary entries. All leaves, half slabs, and logs are missing the ore dictionary names if they have metadata values.
They have always been there before. I will talk to Exterminator Jeff and GraphicH and see if there has been a change that would have removed them.
They have always been there before. I will talk to Exterminator Jeff and GraphicH and see if there has been a change that would have removed them.
I just finished looking over the code on github and I think that I figured out what is causing the issue. They changed things on forge's end for 1.5 with how item stacks work, and instead of -1 they now use "WILDCARD_VALUE" or aka "Short.MAX_VALUE". I am on the road at the moment so I cant build a test build on my laptop to see if changes would fix the issue. Also there were a few inconsistances in ore registration in BlockHandler.java with some of the blocks being registered via proxy.registerOre and some being registered via proxy.registerOreInAllSubblocks. I could move the issue over to the github issue tracker if you would prefer.
Also one thing to note is that wood planks, which are inabled by the fabrica module all have the ore dictionary names but rather than using proxy.registerOre("plankWood",newItemStack(thisBlock,1,-1)); or proxy.registerOreInAllSubblocks("plankWood",thisBlock); they are registered individually using a loop.
I just finished looking over the code on github and I think that I figured out what is causing the issue. They changed things on forge's end for 1.5 with how item stacks work, and instead of -1 they now use "WILDCARD_VALUE" or aka "Short.MAX_VALUE". I am on the road at the moment so I cant build a test build on my laptop to see if changes would fix the issue. Also there were a few inconsistances in ore registration in BlockHandler.java with some of the blocks being registered via proxy.registerOre and some being registered via proxy.registerOreInAllSubblocks. I could move the issue over to the github issue tracker if you would prefer.
Also one thing to note is that wood planks, which are inabled by the fabrica module all have the ore dictionary names but rather than using proxy.registerOre("plankWood",newItemStack(thisBlock,1,-1)); or proxy.registerOreInAllSubblocks("plankWood",thisBlock); they are registered individually using a loop.
If you could open this up on Github that would be greatly appreciated. I've msg'd Exterminator Jeff, but he lives in New Zealand so is on a completely different time. I have referred him to your initial post about the issue and will let him know you are adding it to Github. Thanks so much for your help.
We are certainly open to suggestions and ideas. If you could post it on our Github, that would be great as it will get lost here on the thread. If you have specific things you'd like to see there or links to images, please post them there as well.
Do you mean the issue where changing the list of enabled/disabled vanilla biomes would result in a list whose order was not constant across runs, so selecting the nth biome in list might give you forest one run, and extreme hills the next?
That's my memory of that bug.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
If by floating island, you mean floating in the air, that is pretty much a personal preference as to whether someone likes that or not. For myself, I enjoy finding weird things like that, but I'm sure just like yourself there are those that don't like them. I don't recall ever seeing those in EBXL biomes but do find them in vanilla. In talking with Exterminator Jeff, he said that while they probably could be removed out of vanilla biomes, it wouldn't be easy and we really didn't have plans to change things within vanilla biomes.
And while removing the "floating" islands from vanilla is difficult, making a proper floating island biome would not be difficult. Currently we don't have plans to add floating island biomes, but that's not to say we won't. If you are interested in seeing them, please post your idea on Github.
No, the one that caused weird edges between biomes like in the screen shots that Harley9699 posted.
Yes, that's what I mean.
As I understood that bug -- that Forge was using a collection set that did not make any guarantees about the order (used the object's ID/hash as the key, which could change from run to run) to hold the biomes. So removing a vanilla biome would give you a list in a "random" order.
The function used to select a biome from the list would return a number used as an index into the list.
So one day, you explore, you have the 5th biome, which is plains. The next day, the 5th biome is hills. Sharp cutoff at the boundary from run to run.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
It's being worked on but we don't have a release date as of yet. We will start updating the blog again soon and hopefully have some screen shots.
New Team Member
I'd also like to welcome our new team member GraphicH. He will be helping Exterminator Jeff with the coding. He is picking up things quickly and is a great addition to our team!
I'd also like to welcome GraphicH! I'm really looking forward to working with him!
Also I now have Twitter!
Follow me for information about progress plus little sneak peaks!
Cool. Can't wait to see some of the new biomes!
And welcome GraphicH!
Yes, this has been reported many times and we are aware of it. We normally don't update the API while a mod is in alpha/beta as it is normally changing a lot and ends up breaking the API. Once they are in a more stable version we will work on the API.
Minecraft 1.5.2
Forge 7.8.0.684
ExtrabiomesXL 3.13.1 (only mod installed)
create a new map with seed -7548203606739859167 then travel to these coords. x=633 y=124 z=896 When you get around there minecraft will crash you may need to travel a little farther in the z direction to about z=910 but it will crash. I havent tested with new versions of forge yet. Thanks for the cool mod guys
Actually, the Forge logs are better than seeing it ourselves. Even if I did an install with just those 2 and recreated the crash I would still go to the error logs to figure out what was going on. There are things that show up in the log that help us determine what the issue is.
Yes, I agree with you. There was another issue that is as you described and that had something to do with Forge and didn't have anything to do with if you added or removed a biome or biome adding mod. Are you using the recommended version of Forge, which I believe is 684?
We are glad that you are enjoying the mod.
http://pastebin.com/zp4qRN3J
Per your log:
"2013-05-18 22:23:32 [SEVERE] [ForgeModLoader] The ForgeModLoader state engine has become corrupted. Probably, a state was missed by and invalid modification to a base classForgeModLoader depends on. This is a critical error and not recoverable. Investigate any modifications to base classes outside ofForgeModLoader, especially Optifine, to see if there are fixes available."
EBXL doesn't modify any base classes. I'm not familiar with the map mod you are using so I don't know if it does or not. There is also an error before this one talking about your MC missing something. You probably should do a fresh install or both minecraft and Forge.
Actually looking at the items in NEI show that most but not all items with meta data are missing forge ore dictionary entries. All leaves, half slabs, and logs are missing the ore dictionary names if they have metadata values.
They have always been there before. I will talk to Exterminator Jeff and GraphicH and see if there has been a change that would have removed them.
I just finished looking over the code on github and I think that I figured out what is causing the issue. They changed things on forge's end for 1.5 with how item stacks work, and instead of -1 they now use "WILDCARD_VALUE" or aka "Short.MAX_VALUE". I am on the road at the moment so I cant build a test build on my laptop to see if changes would fix the issue. Also there were a few inconsistances in ore registration in BlockHandler.java with some of the blocks being registered via proxy.registerOre and some being registered via proxy.registerOreInAllSubblocks. I could move the issue over to the github issue tracker if you would prefer.
Also one thing to note is that wood planks, which are inabled by the fabrica module all have the ore dictionary names but rather than using proxy.registerOre("plankWood", new ItemStack(thisBlock, 1, -1)); or proxy.registerOreInAllSubblocks("plankWood", thisBlock); they are registered individually using a loop.
If you could open this up on Github that would be greatly appreciated. I've msg'd Exterminator Jeff, but he lives in New Zealand so is on a completely different time. I have referred him to your initial post about the issue and will let him know you are adding it to Github. Thanks so much for your help.